#include "term.h"
#include "avatar.h"
+#include "bldg.h"
#include "cmd-dump.h"
#include "realm-song.h"
#include "floor.h"
#include "player-status.h"
#include "player-effects.h"
#include "player-class.h"
+#include "player-race.h"
#include "monster-spell.h"
#include "world.h"
#include "view-mainwindow.h"
/* Some casualities */
if (!amt) continue;
- object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
+ object_desc(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
#ifdef JP
if (!o_ptr->k_idx) return FALSE;
if (!object_is_armour(o_ptr)) return FALSE;
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
object_flags(o_ptr, flgs);
/* No damage left to be done */
if (o_ptr->ac + o_ptr->to_a <= 0)
{
- msg_format(_("%sは既にボロボロだ!", "is already fully corroded!"), o_name);
+ msg_format(_("%sは既にボロボロだ!", "Your %s is already fully corroded!"), o_name);
return FALSE;
}
}
else if (damage_type == DAMAGE_ATTACK)
{
- msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
+ msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, but you are unharmed!"));
return 0;
}
}
{
bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
-#ifdef JP /* 死んだ時に強制終了して死を回避できなくしてみた by Habu */
+#ifdef JP
+ /* 死んだ時に強制終了して死を回避できなくしてみた by Habu */
if (!cheat_save)
if (!save_player(creature_ptr)) msg_print("セーブ失敗!");
#endif